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Farm Estate Massyli (Hannibal at the Gates)Massyli (Hannibal at the Gates) Agricultural Level 4

Farm Estate

From abundance comes wealth.

Agriculture in dry climes was and remains a difficult endeavour. Water and its proper use are the crucial factors: rivers and flood plains might be good for growing crops, but a flood can wash away good soil instead of renewing the land. In more arid areas, farmers are reliant on canals and qanats for irrigation, and water must be managed carefully. Good farmland is often at a premium. Farms produced wheat, barley, olives and wine, as well enabled the husbandry of cattle, goats and sheep. Despite apparently unpromising land, many eastern states, including Parthia and Persia, had a strong agricultural base.

Agricultural

Nomad Camps
Nomad Camps
(rom_EASTERN_outskirts_minor_1)
Agricultural Level 0
Limited Warhorse Breeding
Limited Warhorse Breeding
(rom_EASTERN_Warbreed_2)
Agricultural Level 1
Limited Warhorse Breeding
Limited Warhorse Breeding
(rom_EASTERN_Warbreed_3)
Agricultural Level 2
Limited Warhorse Breeding
Limited Warhorse Breeding
(rom_EASTERN_Warbreed_4)
Agricultural Level 3
Farm
Farm
(rom_EASTERN_outskirts_minor_farming_2)
Agricultural Level 1
Irrigated Farm
Irrigated Farm
(rom_EASTERN_outskirts_minor_farming_3)
Agricultural Level 2
Farm Estate
Farm Estate
(rom_EASTERN_outskirts_minor_farming_4)
Agricultural Level 3
Qanat
Qanat
(rom_EASTERN_outskirts_minor_water_2)
Agricultural Level 1
Well
Well
(rom_EASTERN_outskirts_minor_water_3)
Agricultural Level 2
Fountain
Fountain
(rom_EASTERN_outskirts_minor_water_4)
Agricultural Level 3
Grain Pits
Grain Pits
(east_agriculture_granary_2)
Agricultural Level 1
Grain Silo
Grain Silo
(east_agriculture_granary_3)
Agricultural Level 2
Granary
Granary
(east_agriculture_granary_4)
Agricultural Level 3
Farm Estate

Building Name

Farm Estate

Level Name

rom_EASTERN_outskirts_minor_farming_4

Building Chain

Agricultural

Building Level

4

Create Time

12

Create Cost

4320

Require Technology

Intensified Agriculture
Intensified Agriculture

Effects

15 food (this_region)
150 wealth from farming (agriculture) (this_building)
-10 public order(squalor) (this_province)
Bread and Games Edict:
1 food (this_province)
+0.3% 1st Class Citizen (this_building)
+0.7% 3rd Class Citizen (this_building)
Supplies: +5 + base * 0.4% (this_building)
Export Food Edict: -3 food (this_province)
Export Food Edict: +9% local farming income (this_province)
Export Food Edict: -5 growth (this_province)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units
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